My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
Good

3 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Valkyrie Witch Prince P.E.K.K.A

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows Fireball

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarians Valkyrie Prince P.E.K.K.A

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Valkyrie

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Prince
Giant Snowball
Barbarians Witch
Zap
Witch Prince
Barbarian Barrel
Barbarians Valkyrie Witch
The Log
Barbarians Witch Prince
Earthquake
Barbarians Witch
Arrows
Witch
Royal Delivery
Barbarians Valkyrie Witch Prince P.E.K.K.A
Fireball
Barbarians Witch
Poison
Barbarians Witch
Lightning
Valkyrie Witch Prince
Rocket
Barbarians Valkyrie Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Valkyrie

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Valkyrie Prince P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Barbarians Fireball Witch

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Arrows Fireball Valkyrie Barbarians Witch Prince P.E.K.K.A

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

13 Zap Arrows Fireball Valkyrie

Attack Synergies 7 7

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Arrows Fireball Prince P.E.K.K.A Valkyrie Witch
Arrows
Zap Fireball P.E.K.K.A Prince
Barbarians
Fireball
Zap Arrows
Valkyrie
Prince Zap Witch P.E.K.K.A
Witch
Zap Valkyrie Prince P.E.K.K.A
Prince
Zap Valkyrie Arrows Witch
P.E.K.K.A
Zap Arrows Valkyrie Witch

Defense Synergies 1 16

Zap
Fireball Arrows Barbarians Valkyrie Witch Prince P.E.K.K.A
Arrows
Zap Barbarians Fireball Valkyrie Prince P.E.K.K.A
Barbarians
Zap Arrows
Fireball
Zap Arrows Valkyrie
Valkyrie
Zap Arrows Fireball Witch Prince P.E.K.K.A
Witch
Zap Valkyrie Prince
Prince
Zap Arrows Valkyrie Witch
P.E.K.K.A
Zap Arrows Valkyrie

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Fireball Valkyrie
Barbarians P.E.K.K.A Zap Valkyrie Witch Prince
Barbarians Witch Prince P.E.K.K.A Valkyrie
Barbarians Witch Prince P.E.K.K.A Valkyrie
Arrows Barbarians Fireball Valkyrie Prince P.E.K.K.A
Arrows Fireball Zap Valkyrie
Zap Arrows Fireball Witch
Zap Arrows Barbarians Fireball Valkyrie P.E.K.K.A
Barbarians Witch P.E.K.K.A Prince
Barbarians Valkyrie Prince
Barbarians Valkyrie Witch Zap Arrows Fireball
Arrows Zap Fireball Witch
Barbarians Prince P.E.K.K.A Zap Fireball Valkyrie Witch
Fireball Valkyrie Zap Arrows Barbarians Witch Prince P.E.K.K.A
Barbarians P.E.K.K.A Prince
Barbarians Zap Fireball Prince P.E.K.K.A
Barbarians Arrows Fireball Valkyrie Witch Prince P.E.K.K.A
Arrows Fireball Zap Barbarians Valkyrie Witch Prince
Zap Arrows Valkyrie Witch Barbarians Fireball
Barbarians P.E.K.K.A Prince
Valkyrie Arrows Barbarians Fireball Witch Prince P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Barbarians Valkyrie Zap Fireball Witch Prince P.E.K.K.A
Fireball Zap Arrows Valkyrie Prince
Barbarians P.E.K.K.A Zap Valkyrie Witch Prince
Valkyrie Prince P.E.K.K.A Zap Barbarians Fireball
Barbarians P.E.K.K.A Valkyrie Witch Prince
Arrows Fireball Zap Witch
Prince P.E.K.K.A Barbarians Fireball Valkyrie Witch
P.E.K.K.A Barbarians Valkyrie Prince
Zap P.E.K.K.A Barbarians Fireball Valkyrie Witch Prince
Witch P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Valkyrie Witch Prince
P.E.K.K.A Zap Arrows Barbarians Fireball Valkyrie Prince
Barbarians Prince P.E.K.K.A Fireball Valkyrie Witch
Barbarians Fireball Valkyrie Witch
Barbarians Witch Zap Fireball Valkyrie Prince P.E.K.K.A
Arrows Valkyrie Zap Barbarians Fireball Witch P.E.K.K.A

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Fireball Arrows Valkyrie
Arrows Fireball Zap
Arrows Fireball
Arrows Barbarians Fireball Valkyrie Prince
Fireball Zap Arrows Valkyrie
Arrows Fireball Zap Witch
Arrows Witch
Arrows Fireball Zap
Arrows Fireball Zap
Fireball Prince
Zap Arrows Fireball Valkyrie Prince
Fireball Zap Arrows
Fireball
Arrows Fireball
Zap Arrows Fireball Prince
Zap Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Zap Arrows Fireball Prince
Zap Arrows Fireball Valkyrie Witch
Fireball Prince
Arrows Fireball
Prince
Zap Arrows Barbarians Fireball
Zap Arrows Fireball Valkyrie Witch
Witch
Arrows Fireball Zap Witch
Fireball Zap Arrows Witch Prince
Fireball Zap Arrows
Zap Arrows Fireball Witch
Zap Fireball Witch
Fireball
Zap Arrows Fireball
Zap Arrows Fireball
P.E.K.K.A Prince
Arrows Fireball
Zap Barbarians Fireball Witch Prince
Fireball Zap Arrows Witch
Arrows Fireball
Fireball Valkyrie Prince
Arrows Zap Fireball
Zap Arrows Fireball
Prince P.E.K.K.A
Zap Fireball Witch
Zap Fireball Witch
Zap Fireball Witch Prince

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